- fix possible crash in conc (but it's still an ugly hack)
- fix noob usage of strcmp
- flag some memory leaks (it would be nice, if the author(s) would clean
   up the mess himself)
- fix crash in substr
- whitespace cleanup

there are plenty more memory leaks in command.cpp - for example, every
goto in cubescript does not clean up anything
This commit is contained in:
ac-stef
2014-05-14 22:54:37 +02:00
parent 5058172a06
commit eb60302e67
57 changed files with 246 additions and 254 deletions
+4 -4
View File
@@ -74,7 +74,7 @@ int stats[LARGEST_FACTOR];
// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
// (used for wall rendering below)
bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
{
if(!(mip--)) return true;
sqr *w = wmip[mip];
@@ -121,18 +121,18 @@ void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs,
{
SWS(w,ox,oy,mfactor)->occluded = isoccluded(camera1->o.x, camera1->o.y, (float)(ox<<mip), (float)(oy<<mip), fsize);
}
int pvx = (int)vx>>mip;
int pvy = (int)vy>>mip;
if(pvx>=0 && pvy>=0 && pvx<sz && pvy<sz)
{
//SWS(w,vxx,vyy,mfactor)->occluded = 0;
//SWS(w,vxx,vyy,mfactor)->occluded = 0;
SWS(w, pvx, pvy, mfactor)->occluded = 0; // player cell never occluded
}
#define df(x) s->floor-(x->vdelta/4.0f)
#define dc(x) s->ceil+(x->vdelta/4.0f)
// loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify)
// for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!).
// during the first loop (ceil) we collect cubes that lie within the lower mip rect and are